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D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
What pantheons do you have planned?
I would love to cover all the ones in the 1e Deities and Demigods, plus:
  • Oerth Mythos
    • TBD
  • Abeir-Toril Mythos
  • Theros Mythos
    • Heliod (Mythic, CR 30) by Ash Mantle
 

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dave2008

Legend
Earth was kind of the original D&D setting before Gygax made up a different universe.
"Mordenkainen was an acquaintance of Elminster's; the two had met on numerous occasions at Ed Greenwood's house on Earth to exchange spells and lore."
I am still not sure what your point is? Are you going somewhere with this line of comments? Do you wish to influence what epic monsters or deities I portray? I'm just not sure what your trying to accomplish.
 
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dave2008

Legend
Neither am I. But I prefer not including most of the human gods, except the Greek ones as those for the fantasy feel. But IMO it's awkward including things that are actually worshipped today, like the animals and Ra and Osiris, that just weirds me out. But do what you prefer.
Ok, I get that. It makes some uncomfortable, but not sure why you would single out Greek as there are people today who worship Greco-Roman deities. Also, Oerth doesn't use real world mythologies and that is what you quoted. Though you said Earth, you quoted the "Oerth Mythos" so that is why I was confused.

Of the RL religions I will definitely do the Greco-Roman & Norse Mythos as I know those fairly well. After that I may do the Abrahamic Mythos as the next one I know the most about. If I truly want to do the rest of the 1e Deities and Demigods I may need some help or do some more research.
 

dave2008

Legend
Deities & Demigods included Japanese, Chinese, Sumerian, and other pantheons. As far as I am aware Oerth is synonymous with Earth. Is Deities and Demigods the same way?
Ok, you are wildly mistaken. Oerth is the world of Greyhawk and includes (among many more, also note these were all originally Oerth gods before some migrated to other settings):
Boccob
Pelor
Kord
Tharizdun
Wee Jas
Obad-hai
Hextor
St. Cuthbert
Ehlonna
Iuz
Corellon Larethian
Moradin
Yondalla
Nerull
 
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dave2008

Legend
Is Deities and Demigods the same way?
In Deities and Demigods, the only gods from Oerth listed are the Nonhumans' Deities.
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The were not specifically called our as coming from Oerth (not even sure it was true setting at that time), but they all came from Greyhawk / Oerth.
 

dave2008

Legend
OK, I have posted the first draft of my introduction to the Greco-Roman Mythos. This a reimaging of Greco-Roman mythology in the context of the D&D Multiverse. This will become more apparent with each deity entry as well.

This a draft and I eventually want to get a little more about the Olympic Pantheon in here, but is a start and origin story or sorts. Let me know what you think.

I will be posting a few Olympians and then I will get back to the dragons.
 

Stalker0

Legend
Is the white dragon's breath not supposed to do half damage on a passed save?

I may be trying out one in my game tomorrow (slightly adjusted, it will be a ghost!), so I want to make sure the stats are right.
 

dave2008

Legend
Is the white dragon's breath not supposed to do half damage on a passed save?

I may be trying out one in my game tomorrow (slightly adjusted, it will be a ghost!), so I want to make sure the stats are right.
No, that was an accidental casualty of the rewrites and adding the frozen condition. I've added it back now.
 

dave2008

Legend
DRAGOTHA
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Beyond to the lair of Dragotha, the undead dragon where fabulous riches and hideous death await. - map of White Plume Mountain

dracolich_by_kanizo_dclmo7j-fullview.jpg

Dracolich by Kanizo

Little remains of Dragotha’s flesh to indicate that this undead horror was once a red dragon. Twin horns snake from the back of his skull; smaller ones are blackened by flame, cracked, splintered, or missing altogether, leaving dark holes that now hold only burrowing parasites. Tattered mem-branes clothe his wings while mummified tissue clings to his tail and massive rib cage. Webs hang from his frame while bright green maggots squirm in his joints. If the presence of this massive skeletal dragon were not enough, Dragotha’s baleful blue stare radiates all the malice and evil that fuels this undead monstrosity. To behold him is to see death.

Consort of Tiamat. Ages ago, Dragotha was a celebrated consort of Tiamat, a mighty red dragon chosen for his strength and cunning, as well as unswerving loyalty to his mistress. He was dutiful and felt an earnest affection for the goddess, sparing him her wrath far longer than any other consort. For all the Dark Lady doted on Dragotha, though, he had little protection from ambitious dragons that craved his vaunted position. Through his long years, he squared off against numerous dragon ascendants, each more powerful than the last.

Dragotha’s fall came when a vicious dragon challenged him. He dealt with the upstart as he had others, tearing out its throat and devouring its heart. Unknown to him, his rival was the son of Tiamat, whose death enraged his mistress. Realizing his doom was at hand, Dragotha fled Tiamat’s realm to find refuge in the mortal world. Even far from cruel talons of his former lover, he knew her servants would find him—and when they did, they would kill him.

The Dragon of Death. Dragotha sought out a powerful priest of the death god, a vile human named Kyuss, who promised immortality in exchange for the dragon’s service. Dragotha agreed, and not long afterward, Tiamat’s spawn indeed descended on the dragon and killed him. As Dragotha lay, broken and dying, Kyuss made good on his vow. Instead of restoring him to life, however, Kyuss transformed Dragotha into a terrifying dracolich.

After this final betrayal, Dragotha withdrew to a hidden cave, contaminating the lands around. Hoarding treasures in the endless depths, the great monster rarely stirs these days. Rumor holds that the dracolich was drawn out of its lair once when adventurers breached the dungeons of White Plume Mountain, and again when Kyuss's cultist sought to elevate the undead priest to godhood.

UNHOLY WAR
As powerful as Dragotha is, its most hated enemies are even more so. If there are two beings in the Multiverse whom Dragotha can be said to despise above all others, they would by Tiamat, the Queen of Dragons, and Kyuss, the Worm that Walks. The former is a goddess; the latter and undead demigod. Both granted Dragotha great power, great authority - and both ultimately betrayed him, leading to his curren adhorrent state.

Many of Dragotha's current schemes are devoted to wreaking horrible vengeance upon those who turned on him - and yet the undead dragon is nothing if not cunning and oh, so patient. At times the dracolich has masqueraded as a loyal servant to both entities, most recently taking part in teh convoluted schemed intended to grant Kyuss true godhood. Though it led the Worm that Walks to believe that its service was genuine, Dragotha sought only to grow close enough to Kyuss to slay the vile priest. It hopes for the opportunity to commit deicide against Tiamat as well, though it is unsure how. Some sages speculate that it seeks to usurp her place as the god of dragons, but Dragotha - though ambitious - currently shows no signs of any such objective. Lately, Dragotha has contemplated turning the followrs of Kyuss and Tiamat against each other, but as yet hasn't come up with a viable way of going about it.

Because of this burning hatred it holds for two beings of ultimate evil, Dragotha could potentially wind up allied with good-aligned adventurers, if their objectives overlap with its own. Anyone who proves worthy, and demonstrates the willingness to take on either the worshipers of Tiamat or mad cults of Kyuss, attracts Dragotha's interest.

Minions of Death. Such is Dragotha’s reputation that the dracolich has acquired misguided cultists who erect shrines in the wreckage of its domain. Since the undead dragon rarely has use for living servants, these feckless acolytes often receive the curse of undeath as their reward for constant service. Thus, over the centuries Dragotha has cultivated a vast army of undead to serve its needs.


Dragotha
Gargantuan undead, chaotic evil
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Armor Class 21 (Natural Armor)
Hit Points 555 (30d20 + 240)
Speed 70 ft., climb 50 ft., fly 230 ft., swim 50 ft.
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STRDEXCONINTWISCHA
26 (+8)10 (+0)27 (+8)24 (+7)20 (+5)28 (+9)
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Saving Throws Str +19, Dex +9, Con +19, Int +15, Wis +14, Cha +18
Skills Arcana +15, Athletics +19, Intimidation +17, Perception +22
Damage Resistances fire, piercing; bludgeoning and slashing that is not non-magical
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned.
Senses blindsight 120 ft., darkvision 240 ft., passive perception 32
Languages Common, Draconic, Giant, Ignan, Primordial
Challenge 29 (135,000 XP)
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Colossal. Dragotha's space is 40 feet by 40 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Traits.* Dragotha can use the following Dragon Tactics: dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Great Wyrm (Mythic Trait, recharges after a short or long rest). If Dragotha is reduced to 0 hit points and its soul doesn't retreat to its soul-gem, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it recharges all of its abilities, and regains 555 hit points.

Magic Weapons. Dragotha’s weapon attacks are considered very rare magical weapons.

Magic Resistance. Dragotha has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against Dragotha has disadvantage on the attack roll.

Marshall Undead. Unless Dragotha is incapacitated, it and undead creatures of its choice within 120 feet of it have advantage on saving throws against features that turn undead.

Necrotic Miasma. When an area is hit by Dragotha’s Necrotic Breath it withers, becoming engulfed in necrotic miasma for 1 minute. The fumes are 20 feet high, opaque, and cover the whole area. A creature takes 21 (6d6) necrotic damage when it ends is turn within 10 feet of the miasma. Additionally, a creature takes the same damage when it enters the miasma for the first time on a turn or ends its turn there.

Quicken Breath (1/ Rest). Dragotha can use a bonus action instead of an action to use its Necrotic Breath. If Dragotha uses its breath weapon in this way, it cannot take its Recharge action until it has completed a 10-minute short or long rest.

Spellcasting. Dragotha is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Dragotha has the following wizard spells prepared:

Cantrips (at will): guidance, mage hand, prestidigitation, ray of frost
1st level (at will): detect magic, inflict wounds, magic missile, shield, ray of sickness, unseen servant
2nd level (at will): blindness/deafness, detect thoughts, mirror image, scorching ray
3rd level (4 slots): animate dead, counter spell, dispel magic, fireball, haste
4th level (3 slots): blight, confusion, dimension door, dominate beast, ice storm
5th level (3 slots): contagion, cloudkill, dominate person, scrying
6th level (2 slots): disintegrate, create undead
7th level (2 slots): finger of death, plane shift
8th level (2 slots): dominate monster, mind blank, power word stun
9th level (1 slot): power word kill

Unstoppable. At any time, requiring no action, Dragotha can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, Dragotha cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
Dragotha can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or fire blast. Dragotha can substitute a tail attack for a bite or two claw attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 21 (6d6) necrotic damage and, if Dragotha wishes, the target must make a DC 25 Strength throw or be grappled. A Large or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) slashing damage and, if the dragon wishes, the target must make a DC 25 Strength saving throw or knocked prone or pushed 10 feet, the Dragotha's choice.

Tail. Melee Weapon Attack: +17 to hit, reach 60 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned until the end of the Dragotha’s next turn.

Scorching Ray. Dragotha creates three rays of fire that it hurls at its targets. Ranged Spell Attack. +16 to hit, range 120 ft., one to three targets. Hit. 2d6 fire damage per ray.

Necrotic Blast. Dragotha exhales a ball of necrotic energy that streaks to a point of its choice it can see within 200 feet of it, it then explodes into a 15-foot radius ball of necrotic energy. Each creature in the area must make DC 25 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one.

Withering Grasp. The dragon selects up to four targets it can see within 120 feet of it, which are grasped by a giant spectral skeletal hand. Each target must make a DC 26 Constitution saving throw or be restrained and loose any resistance to necrotic damage for 1 hour. A restrained target can make an additional saving throw at the end of each of its turns, end the effect on itself on a success.

Frightful Presence. Each creature of the Dragotha’s choice within 240 feet of the Dragotha and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute and suffer an indefinite madness (DMG pg 260). A creature can repeat the saving throw at the end of each of its turns, and it is no longer frightened on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Dragotha’s Frightful Presence for the next 24 hours.

Breath Weapons (1/Rest). Dragotha uses one of the following breath weapons. Additionally, targets that fail their saving throw by 10 or more (DC 15) take maximum damage from these attacks. Additionally, any creature that takes damage from the Dragotha's breath weapon must make an additional DC 25 Constitution saving throw or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Necroctic Beam. Dragotha exhales a beam of necrotic energy in a 300-foot line that is 5 feet wide. The first creature in the line must make a DC 25 Dexterity saving throw, taking 260 (40d12) necrotic damage or half as much damage on a successful one. Additionally, each creature within a 20-foot radius of the initial target must make a DC 25 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this attack dies and is burned to a pile of ash.

Necrotic Breath. Dragotha exhales necrotic energy in a 200-foot cone or eight 25-foot-by-25-foot contiguous areas within 100 feet of it. Each creature in that area must make a DC 25 Dexterity saving throw, taking 159 (29d10) necrotic damage and be incapacitated until the end of its next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 9th level or lower in the area ends.

Recharge. Dragotha recharges its breath weapon and it can use it on its next turn.

LEGENDARY ACTIONS
Dragotha can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If Dragotha has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. Dragotha regains spent legendary actions at the start of its turn.

At-Will Spell. Dragotha casts one of its at-will spells.
Move. Dragotha can move half its current speed.
Wither. Dragotha uses its Wither Grasp action.
Death Jump (Costs 2 Actions). Dragotha creates a 20-radius flash of green light centered on itself and then teleports to an unoccupied space it can see within 240 feet of its initial location, arriving in another 20-radius flash of green light. Each creature within either ball of green light must make a DC 20 Constitution saving throw, taking 21(6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Tail Slam (Cost 2 Actions). Dragotha makes one Tail attack.
Blast (Costs 3 Actions). Dragotha uses its Necrotic Blast attack.

---

MYTHIC ACTIONS
If Dragotha's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Great Wyrm.

Necrotic Aura. Dragotha erupts in necrotic flames that lash out in a 10-foot radius from it until the end of its next turn. Any creature that starts or ends its turn in the area of the aura, or that touches or hits Dragotha with a melee attack while in the aura takes 21 (6d6) necrotic damage. In addition, Dragotha sheds dim green light in a 60-foot radius and it gains a +4 bonus to its AC from ranged attacks that originate outside the aura while the aura is active.
Paralyzing Gaze (Costs 2 Actions). Dragotha choses a point it can see within 150 feet of it and forces any creature within a 20-foot radius of that point to look into its eyes. The target must make a DC 26 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Draconic Fury (Cost 3 Actions). Dragotha makes a bite and two claw attacks
Spellcasting (Costs 3 Actions). Dragotha cast a spell.

---

Dragotha as a Mythic Encounter
Dragotha is a mythic encounter and gains the mythic trait when its hit points are reduced to 0 for the first time in an encounter. When this happens, Dragotha unleashes its full might and it can choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when Dragotha uses its Great Wyrm trait:

Future descriptive text goes here

Fighting Dragotha as a mythic encounter is equivalent to taking on two CR 29 creatures in one encounter. Award a party 270,000 XP for defeating Dragotha after it uses Great Wyrm.

DRAGOTHA'S LAIR
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In the shadow of fabled White Plume Mountain lies a dismal land, a blighted place of gnarled trees, bone fields, and roaming, hungry undead. This the lair of Undead Dragon: Dragotha. More to come...

If Dragotha is encountered in its lair, it has a challenge rating of 30 (155,000 XP / 310,00 XP).

Lair Actions
On initiative count 20 (losing initiative ties), Dragotha takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • Dragotha rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • Grasping skeletal hands erupt in a 20-foot radius centered on a point on the ground that Dragotha can see within 240 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 20 Strength saving throw or be restrained by the hands. A creature can be freed if it or another creature takes an action to make a DC 20 Strength check and succeeds. The skeletal hands turn to dust when Dragotha uses this lair action again or when it is reduced to 0 hit points.
  • Dragotha targets any number of creatures it can see within 60 feet of it. No target can regain hit points until initiative count 20 on the next round.
 
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dave2008

Legend
Shadow Wraith
Medium undead, neutral evil
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Armor Class 14
Hit Points 85 (10d8 + 40)
Speed 0 ft., fly 60 ft. (hover)
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STRDEXCONINTWISCHA
8 (-1)18 (+4)18 (+4)14 (+2)16 (+3)17 (+3)
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Saving Throws Wis +6, Cha +6
Skills Stealth +6
Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing From nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 60 Ft., passive Perception 12
Languages the languages It knew In life
Challenge 7 (2,900 XP)
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Create Specter. The wraith can us a bonus action to target a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than ten specters under its control at one time.

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Incorporeal Stealth. While in dim light or darkness, the wraith can take the Disengage or Hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit. 22 (4d8 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or it suffers one level of exhaustion and its hit point maximum is reduced by an amount equal to the damage taken. This reduction and exhaustion last until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0

Necrotic Bolt. Ranged Spell Attack. +6 to hit, range 90 ft., one creature. Hit. 13 (3d8) necrotic damage, and the target can’t regain hit points until the end of the wraith's next turn.
 
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Stalker0

Legend
Shadow Wraith
Medium undead, neutral evil
Simple, and yet can be really scary with its solid Life Drain effect. You might consider buffing this up to a CR 9, as that is when party's are more expected to have Greater Restoration type effects handy, otherwise this creature might really wreck a player's entire adventuring day.
 

dave2008

Legend
Simple, and yet can be really scary with its solid Life Drain effect. You might consider buffing this up to a CR 9, as that is when party's are more expected to have Greater Restoration type effects handy, otherwise this creature might really wreck a player's entire adventuring day.
The exhaustion goes away on a long rest, so I don't think it is to terrible.
 

Stalker0

Legend
The exhaustion goes away on a long rest, so I don't think it is to terrible.
Its fair, and probably on the DM to consider. If the DM wants to put it in at the beginning of the day, it will have a much bigger impact compared to at the end.....but lots of monsters have that kind of consideration.

As soon as I saw it, my first thought was have it pop through the wall of a dungeon after the party just took out a boatload of kobolds or something, and watch the undead rise :)
 


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